The latest and greatest version of the Marmalade SDK is now available here
- Major update to 2D Kit editor
- New OpenAL middleware component
- New live tile support for Windows platforms
- Improved C++11 support
- Improved EDK documentation
A full list of changes is available here.
Well, I decided to take a step back (literally) in game development, back as far as the 80′s. Remember the old Atari style games? well I wanted to create something like that, so the game is pure and simply about game play. Lets take a look at a quick screenshot:
Jazzler Android Game on Google Play
Now this is how I remember games looking on the old Atari 2600, blocky graphics and vivid colours and I loved them.
Ok, so the basics of the game is that a Jazzle drops down the screen and you simply tap the screen to catch it. Each round the Jazzle moves a little faster and becomes a little shorter. The catching mechanism also becomes a little shorter, although it resets in size every 50 rounds or so. If you fail to catch a Jazzle then its Game Over and you have to start from scratch.
New backgrounds colours are unlocked as you progress, because well I love all the different colours. Also the Jazzle will taunt you, but as you progress you begin to change the Jazzlers taunts from negative to positive.
In case you’re wondering, I can get to around level 50 so far.
Jazzlers is available for both Android tablets and phones on Google Play.
There are no plans for an iOS version yet, because iOS free games are pretty much dead without a big old marketing budget, maybe after Christmas, who knows.
Calling all content developers, the newly opened Marmalade Asset Store have an opening offer. Register as a seller now and earn an 80% revenue until the end of 2015 (usual revenue share is 70%).
From 2D / 3D art assets such as backgrounds, textures, sprites, animations, meshes and high quality sound effects, to project files and templates, plus any great integrations you’ve developed and would like to sell or share: all are welcome in the Asset Store.
So I’ve been playing League of Legends for a while, watching the championships and its easy to say that I’m a little hooked. I must admit that I am not particularly great at the game, unlike my son who is quite kick ass, but I do have a couple of champions that I do like to play that I’m not too shabby with (Sona, Veigar, Ashe, Vel,koz, Ryze and a couple of others). Anyway, the point of this blog is that I am excited about the up coming 2016 release. What am I most excited about? Lets take a look, in order of excitement
- Well its a league update, that’s always exciting
- New champ select, hopefully no more arguing over mid and jungle etc.. and less players rage quitting or even worse purposely feeding because they didn’t get the position they wanted! You get to choose primary and secondary positions and you are guaranteed to get one of the positions. I can’t help feel however that if you pick the two most popular positions every time then you are going to be waiting longer to be matched up with other players
- Dynamic groups, no more penalty and no longer limited to solo / duo que
- Baron pit early game mob to encourage more than just the enemy jungler to visit top lane
- Mastery system revamp
- Trinket and sight stone upgrades
- Clubs and Parties, pity about the 100 player limit for clubs, but you can be a member of multiple clubs.
- Hextech crafting, get skins and champions for free
Do you love to make games? Are you passionate about making games? Do you want to find other developers just like yourself? Well, I recently came across a new social community and resource for developers of all professional skill levels. You can join a community of independent game developers and find a collaborator, a team, a project, or just a new friend. Well what are you waiting for, see you over at IndieDeveloper, If you want to friend me, I’m user mrmop,.
Support for the Web Audio API has been added offering better control over audio playback. Using it is s simple case of ticking support for it in the projects properties (on by default).
Full list of changes include:
Game Editor v1.9.2b:
- Added new use web audio export option to project settings
- Added new auto play property to sounds which cause sound to automatically start playing once loaded
- Added new export option force_round which will force all exported actors to use pixel rounding
- Fix: Project property smoothing is now applied in exported code
- Fix: Canvas centering on some mobile devices
Game Engine v1.4.8 and 1.4.9:
- b5.Xoml.loadJSON now accepts 4th parameter which can be used to stipulate loaded data should be returned as binary buffer
- b5.App.use_web_audio property added which can be used to switch on support for Web Audio if it is supported
- b5.Xoml.loadJSON moved to b5.Utils.loadJSON
- b5.Xoml.loadJS moved to b5.Utils.loadJS
- Added support for web audio API to sound (default is enabled). To disable Web Audio set b5.App.use_web_audio to false. If web audio is not supported then it will fallback to HTML5 Audio
- b5.App constructor now accepts a second parameter which enables / disables web audio support
- Added b5.Sound.auto_play property to enable auto playback of sounds after they are loaded
- JSDoc documentation added
- b5.App.canvas_fill_window removed
- Modified how the render scaling and canvas resizing works to make it easier to use.
Download the latest version of Booty5 HTML5 Gama Maker.
Booty5 the HTML5 Game Maker v1.9.1b is now available for free download.
- Scale and angle are now affected in multiple actor selections
- Editor export properties now supports smoothing property that will enable / disable anti-aliasing during rendering
- Added support for rounding pixels to actors, if disabled then pixel coordinates will be rounded to integer values, can improve performance but at a cost of lower precision rendering
- Removed some currently unused options from sprite and label
- Font size and face separated in labels
- Font weight added to label
- Editor now shows text preview
- Exported collision flags are now used by engine
- Added vertices snap to shape editor
- Added new Collision Flags example
- Fix: Convex shapes were not exporting correctly
- Fix: Some properties such as actor scale were not exporting correctly with an export precision of 0
- Added new property to Actor called round_pixels, when set to true vertices will be rounded to integer which can speed up rendering significantly
- Added support for collision flags to physics fixtures (category, mask and group index)
The Booty5 HTML5 game manual ebook has also been updated.
Booty5 the HTML5 Game Maker v1.9.0b is now available for free download. Support for tile map rendering has been added to the engine, whilst support for tile map editing has been added to the game maker. A quick screen shot of the new tile map editor is shown below:
Booty5 HTML5 tile map editor
Full list of changes include:
Game Engine v1.4.6:
- Added new actor type called MapActor which can render tiled maps
- Support added to Xoml for loading Booty5 game editor exported tile maps
- Fix: Actor.vr wasn’t updating transform
Game Editor v1.9.0b:
- Added support for tile maps (any sprite actor can now be changed to a tile map by changing RenderAs type to Tile Map)
- Added pretty print export options that will export JSON in a tidy readable format
The Booty5 HTML5 game manual ebook has also been updated.
You will also need to replace all examples which can be downloaded from Github.
The first version of the Booty5 HTML5 Game Maker Manual e-book is now available for free download. Find out more on the Booty5 free e-book page.
Booty5 1.8.9b out NOW
Booty5, the HTML5 Flash Like Game Maker
- Code restructured
- All classes moved into the b5 namespace
- TheApp class renamed to App
- window.app replaced with b5.app
- Added new property to App called canvas_fill_window which when set to false will prevent the canvas from being resized to fit window
- Added support for sequential and concurrent actions to app, actors and scenes via ActionsListManager and ActionsList classes
- Large collection of pre-defined actions added:
- Actor.setPositionPhysics() deprecated, use setPosition instead
- Actor.setRotationPhysics deprecated, use setRotation instead
- Moved getResFromType() out of App and Scene classes into common Utils class
- Added new Utils.findObjectFromPath() and Utils.resolveObject() which can be used to find actors, scenes, action lists and timelines from a path such as gamescene.actor1.timeline1
- Added new Utils.findResourceFromPath() and Utils.resolveResource() which can be used to find resources from a path such as gamescene.sound1
- Added new _atlas, _bitmap, _clip_shape properties to Actor that can use resource paths as well as instances of resources
- Added new _clip_shape property to Scene that can use resource paths as well as instances of resources
- Added new _focus_scene and _focus_scene2 properties to App that can use resource paths as well as instances of resources
- Added vx_damping and vy_damping to scene camera
- Updated Xoml.js to load new actions lists from Booty5 editor exported JSON format
- generateExplosion, generatePlume and generateRain now also accept string version of type
- Logic and rendering decoupled. Logic (app.mainLogic) now ran on timer at default 60 fps whilst and rendering (app.mainDraw) at max frame rate
- New Actions example added
- Fix: Animation.Update() locks up when only a single key frame is specified
- Fix: “none” rescaling method was not working correctly
- Fix: Box2D forces applied in Actor OnTick were not being applied
Booty5 game maker editor changes v1.8.9b include:
- Added new property to project section called Fill Window which when set to false will prevent the canvas from being resized to fit browser window. Setting to false is useful if you have a canvas that fits in vertically with other page content as no borders will be shown.
- Updated events editor
- IsPath added to Shape properties, which can be used to mark shapes to be used as paths
- Added actions system and Action List editor to Actors and Scenes
- Project property Frame Rate now exported
- Fix: Proportional origins were not working
- Fix: “Wait for resources” project option not saving correctly
- Fix: Attempting to export a project that has a brush that points to an image that is not present on disk crashes